Func_illusionaries

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">i can't really make them work properly</div> umm can someone help me? I'm having trouble with the func_illusionary brushes in my readyroom which i used for 'join marines' etc. When i compile, everything is fine except the black areas on the func_illusionary brushes don't dissapear. I'm guessing i haven't got the right render mode on, or theres no transparency. What setting am i meant to have rendermode to and what should the fx amount value be? 0? or 255? Another small thing is the minimum light level. What is the highest value (so i can get full-bright)?

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Use render mode "additive." There's a tutorial for the signs around here somewhere...

    <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix2.php' target='_blank'>Here</a>
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Ooh thanks, that helped. Also, render fx should be set to distort... interesting. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    and null textures on the sides are nice.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    yeh it said that in the tutorial. is that just to keep down how much needs to be compiled? or rendered?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    All of the above. The Null texture is dropped when hull 0 is built, so each time to use it (instead of some other texture) it will slightly reduce compile time, final bsp file size, and wploys.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited July 2003
    so if i was to replace textured faces that you can't see (facing the outside of the level) with null textures, that would reduce the compile time significantly? (would it reduce vis time?)
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Walls facing outside the level are dropped anyway, so it doesn't really matter. Just use the NULL texture wherever you have a face that's not seen or you don't want, but is being rendered anyway.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i would explain that a little bit better. when i heard that the first time i was like... wth, i dont have faces that nobody can see. but then i was thinking about it. look. when you have entities like a pipe from one wall to another and you make it to a entitie. The sides (i mean the short round side) will be rendered, even when they are directly on the wall. now, make this round sides to null and it will realy drop your r_speeds. well, its hard to explain without screenshots
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    i understand. any faces that are inside the level but are totally concealed (ie attached to walls or the floor etc.) should be textured with the null texture. like the ends of the pipe you were talking about.
Sign In or Register to comment.